jrodriguez

[1.9.0] BDArmory Continued v1.3.3 [23/02/2020]

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16 minutes ago, JordanLOL said:

I want to ask, Do I need BDAc to have the destruction Effects? Cause I only want realism not Guns.. Lol...

 

No, You don't need it . They are different Mods

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why ai won't fire missile themselves at guard mode? They only lock on it but won't fire after locked. I use radar data receiver on the missile vehicle. Do you need antenna on radar vehicle and missile vehicle to make it works?

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@ssd21345  Need more details... Is it a ground vessel firing at a plane? a plane firing at a ground vessel? a plane firing at a plane? What missiles exactly are being used? how are they mounted on the vessel that is firing the missile?

Pictures are good, especially CLOSE-UP of where the missile is mounted... video (IMO) is much better.

and the smarter lads in here will want logs I bet :P

The missile vessel must have valid control... a probe core with an antenna, or a manned command pod. all combat vessels must have a weapon manager (of course I know you know this)

Try turning off clearance checks and see if that makes the problem go away. if it does, and you are firing the missile from a rail, increase the rail's height, and decrease its length.

Edited by TheKurgan

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Are there any plans for some kind of video-tutorial to bring weapons from Blender to KSP? I've been meaning to make weapons, but, I can't find any good, up to date documentation.

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Will the latest version of BDAc work for KSP 1.2.2?

I have an older version of BDAc and I am interested in the bugfixes and the EMP.

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4 hours ago, C7Aerospace said:

Will the latest version of BDAc work for KSP 1.2.2?

I have an older version of BDAc and I am interested in the bugfixes and the EMP.

No, please check the GitHub page to find which release is for KSP 1.2.2

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And on top of all complexity there was also complete game engine change from KSP 1.2.x up to 1.7.x and even one more for KSP 1.8.x.

Maintaining mod even for latest KSP only is a lot of work, it is hard to expect any backward compatibility too with "simple" recompile.

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1 hour ago, JordanLOL said:

It doesn't work.. Any tips?

Yes, wait for BDAc to be updated to KSP v1.8

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@jrodriguez so let me know if you want better precision in targeting etc... for BDAc

I wrote some code that does away with using the getworldpos3d deal ( it only converts vector3d's to vector3's ... quick primer, vector3's use floats and vector3d's use doubles ... the difference being doubles are more precise and Unity can only use vector3's)

I came up with a way to calculate distance and targeting outside of Unity with vector3d's and then convert it to a vector 3 so Unity can use it since Unity only uses floats in their vector calculations

What I believe is going on with the offset targeting is that BDAc is using the getworldpos3d deal which converts the vector3d to a vector3 and then it calculates the parameters whereas I am calculating the parameters in a vector3d and then converting that result to a vector3 (those who understand how mathematics works will understand the significance of this) .... not sure I am right in applying this concept to BDAc but there's an awful lot of getworldpos3d deals in the BDAc code

I can give you a function that will do the business for you but unsure if you're even working in this

Let me know :wink:

EDIT: I am referring to the gun targeting being offset, not the missile targeting code (although I would think applying this logistical sequence would possibly be a benefit for the missile targeting)

Edited by DoctorDavinci

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On 10/18/2019 at 10:54 PM, DoctorDavinci said:

@jrodriguez so let me know if you want better precision in targeting etc... for BDAc

I wrote some code that does away with using the getworldpos3d deal ( it only converts vector3d's to vector3's ... quick primer, vector3's use floats and vector3d's use doubles ... the difference being doubles are more precise and Unity can only use vector3's)

I came up with a way to calculate distance and targeting outside of Unity with vector3d's and then convert it to a vector 3 so Unity can use it since Unity only uses floats in their vector calculations

What I believe is going on with the offset targeting is that BDAc is using the getworldpos3d deal which converts the vector3d to a vector3 and then it calculates the parameters whereas I am calculating the parameters in a vector3d and then converting that result to a vector3 (those who understand how mathematics works will understand the significance of this) .... not sure I am right in applying this concept to BDAc but there's an awful lot of getworldpos3d deals in the BDAc code

I can give you a function that will do the business for you but unsure if you're even working in this

Let me know :wink:

EDIT: I am referring to the gun targeting being offset, not the missile targeting code (although I would think applying this logistical sequence would possibly be a benefit for the missile targeting)

Hey Doc. I think it would be useful if you can apply the refactor directly into a BDArmory branch so we can just go and test it. That way it should be easy to evaluate the accuracy of the new approach.

Thanks!

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On 10/18/2019 at 1:54 PM, DoctorDavinci said:

@jrodriguez so let me know if you want better precision in targeting etc... for BDAc

I wrote some code that does away with using the getworldpos3d deal ( it only converts vector3d's to vector3's ... quick primer, vector3's use floats and vector3d's use doubles ... the difference being doubles are more precise and Unity can only use vector3's)

I came up with a way to calculate distance and targeting outside of Unity with vector3d's and then convert it to a vector 3 so Unity can use it since Unity only uses floats in their vector calculations

What I believe is going on with the offset targeting is that BDAc is using the getworldpos3d deal which converts the vector3d to a vector3 and then it calculates the parameters whereas I am calculating the parameters in a vector3d and then converting that result to a vector3 (those who understand how mathematics works will understand the significance of this) .... not sure I am right in applying this concept to BDAc but there's an awful lot of getworldpos3d deals in the BDAc code

I can give you a function that will do the business for you but unsure if you're even working in this

Let me know :wink:

EDIT: I am referring to the gun targeting being offset, not the missile targeting code (although I would think applying this logistical sequence would possibly be a benefit for the missile targeting)

waitwaitwait- you figured out what was breaking space combat?

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6 hours ago, Sidestrafe2462 said:

waitwaitwait- you figured out what was breaking space combat?

You say that like space combat was an intended ability of BD Armory, which it really wasn't 

But with that said ... yes, sort of, maybe :confused:

The issue of space combat with guns has two main components (maybe more) with those being the use of vector3's to do the gun targeting not being precise enough when KSP uses vector3d's for vessel coordinates and the second being the world reference point (the floating point reference of the focused vessel) and the velocities of the vessel

Space combat would likely need a BDAc declared point of reference that takes into account orbital velocities 

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Hmm. Just a quesion- how do the bullet tracers work for BDAc? I've always wondered if we could have nicer tracers or bullet trails

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52 minutes ago, Sidestrafe2462 said:

Hmm. Just a quesion- how do the bullet tracers work for BDAc? I've always wondered if we could have nicer tracers or bullet trails

It is a just a line with a shader material using a bullet texture. It is like a 2d sprite lol.

And Yes, of course there is room for improvement :)

Edited by jrodriguez

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9 hours ago, Sidestrafe2462 said:

thought- could I just use rescale factor on the parts i want to resize and increase mass accordingly?

Yes, I can, but the part HP stays the same. How do I increase that? @jrodriguez

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34 minutes ago, Sidestrafe2462 said:

Is it possible to do it in the code though?

You can use a mmpatch override the hp value for a part . I think inside BDArmory installation there are some examples of patches.

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